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author | Colin Snover | 2017-06-10 12:28:21 -0500 |
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committer | Colin Snover | 2017-06-10 12:28:21 -0500 |
commit | 61f07c13d3e2f0b3967eeb43523855493f7f89d6 (patch) | |
tree | a193b67ca53c2516362bd495f9fc59701b099bf6 /engines/queen/credits.h | |
parent | 4cfb93c227f916a059c3000cbdde800967777854 (diff) | |
download | scummvm-rg350-61f07c13d3e2f0b3967eeb43523855493f7f89d6.tar.gz scummvm-rg350-61f07c13d3e2f0b3967eeb43523855493f7f89d6.tar.bz2 scummvm-rg350-61f07c13d3e2f0b3967eeb43523855493f7f89d6.zip |
SCI: Start engine at tick 1
In SSCI, games could never start at tick 0 because the video
benchmarking code on game startup would take several ticks to
run. In ScummVM, where the benchmarking code is disabled, it
becomes possible for games to start at tick 0. This can break a
lot of kernel code, which uses tick 0 as a special value
indicating that a feature is not active. For example, in GK2,
the music at the start of the game will not fade in on systems
that are fast enough to start audio playback at tick 0, since
a fade start tick of 0 is used to indicate audio fade is disabled.
Fixes Trac#9830.
Diffstat (limited to 'engines/queen/credits.h')
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